91 lines
4 KiB
C++
91 lines
4 KiB
C++
#if 1
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typedef enum
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{
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GZ_COW_HEAD,
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GZ_COW_CHEST,
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GZ_COW_R_FRONT,
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GZ_COW_L_FRONT,
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GZ_COW_R_BACK,
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GZ_COW_L_BACK,
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NUM_COWGOREZONES
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} gz_cowcode;
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//not including gorezones in this list, need to be handled separately
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typedef enum
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{
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/* GBLOWN_COW_LLEG_FRONT,
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GBLOWN_COW_RLEG_FRONT,
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GBLOWN_COW_LLEG_BACK,
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GBLOWN_COW_RHIP,
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GBLOWN_COW_RLEG_BACK,*/
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GBLOWN_COW_NUM = 0
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} cow_blown_index;
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extern gz_blown_part cow_blown_parts[GBLOWN_COW_NUM+1];
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class bodycow_c: public bodyorganic_c
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{
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protected:
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qboolean bTurnedAfterAttack;
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qboolean FinalAnim; // When set, the current anim or series of anims is intended to be the last ones played. also has sound implications
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qboolean FinalSound;
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int nNextShotKillsMe; // used for scripted kills
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float fJumpDist; // preferred dist from target at which we'll do a jump-attack
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float fJumpSpeed; // magnitude of our jump-attack's velocity
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float fLastAttackTime;
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float fLastHeadTurnTime;
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float m_fLastMooSoundTime;
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float m_fLastPainSoundTime;
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float m_fLastDeathSoundTime;
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virtual void RecognizeGoreZones(edict_t &monster);
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virtual void PlayMooSound(edict_t &monster);
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virtual void PlayPainSound(edict_t &monster);
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virtual qboolean PlayAnimation(edict_t &monster, mmove_t *newanim, bool forceRestart);
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//fixme: these should be the RecognizegoreZones for different classes--AddBody stuff needs to get resolved
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void RecognizeCowGoreZones(edict_t &monster);
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virtual void AllocateGoreZones(edict_t &monster);
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virtual void BiteMe(edict_t &monster, qboolean forceFireRate);
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public:
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bodycow_c();
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virtual mmove_t *GetSequenceForDeath(edict_t &monster, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int dflags, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
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// virtual mmove_t *GetSequenceForMovement(edict_t &monster, vec3_t dest, vec3_t face, vec3_t org, vec3_t ang, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForStand(edict_t &monster, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForAttack(edict_t &monster, vec3_t dest, vec3_t face, edict_t *target, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
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virtual mmove_t *GetSequenceForPain(edict_t &monster, vec3_t point, float kick, int damage, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
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virtual void NextMovement(edict_t &monster, vec3_t curDist, float scale);
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virtual void FinishMove(edict_t &monster);
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virtual void SetRootBolt(edict_t &monster);
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virtual int ShowDamage (edict_t &monster, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t origin, int damage, int knockback, int dflags, int mod, float penetrate, float absorb);
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virtual attacks_e GetBestWeapon(edict_t &monster);
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virtual void FirePrimaryWeapon(edict_t &monster, bool lethal = false, int NullTarget = 0, qboolean forceFireRate = false) { BiteMe(monster, forceFireRate); }
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bodydog_c();
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virtual int GetClassCode(void){return BODY_COW;}//this should be different for everybody in this class family
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float GetLastAttackTime() { return fLastAttackTime; }
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void SetLastAttackTime(float fTime) { fLastAttackTime = fTime; }
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virtual void NextShotsGonnaKillMe(int nKill) {nNextShotKillsMe = nKill;}
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virtual bool IsNextShotGonnaKillMe() {return !!nNextShotKillsMe;}
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bodycow_c(bodycow_c *orig);
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virtual void Evaluate(bodycow_c *orig);
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virtual void Write();
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virtual void Read();
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};
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#endif
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